/**
 * ChinaChess - in html5
 * http://www.jnzo.com/chess/
 * @ author 一叶孤舟
 * @ mail itlwei@163.com
 * @ QQ 28701884
 */

var AI = AI||{};

AI.historyTable	=	{};		//历史表


//人工智能初始化
AI.init = function(pace){
    var bill = AI.historyBill || com.gambit; //开局库
    if (bill.length){
        var len=pace.length;
        var arr=[];
        //先搜索棋谱
        for (var i=0;i< bill.length;i++){
            if (bill[i].slice(0,len)==pace) {
            arr.push(bill[i]);
            }
        }
        if (arr.length){
            var inx=Math.floor( Math.random() * arr.length );
            AI.historyBill = arr ;
            return arr[inx].slice(len,len+4).split("");
        }else{
            AI.historyBill = [] ;
        }
        
    }
     //如果棋谱里面没有，人工智能开始运作
    var initTime = new Date().getTime();
    AI.treeDepth=play.depth;
    //AI.treeDepth=4;
    
    AI.number=0;
    AI.setHistoryTable.lenght = 0

    var val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
    //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my)
    if (!val||val.value==-8888) {
        AI.treeDepth=2;
        val=AI.getAlphaBeta(-99999 ,99999, AI.treeDepth, com.arr2Clone(play.map),play.my);
    }
    //var val = AI.iterativeSearch(com.arr2Clone(play.map),play.my);
    if (val&&val.value!=-8888) {
        var man = play.mans[val.key];
        var nowTime= new Date().getTime();
        com.get("moveInfo").innerHTML='<h3>AI搜索结果：</h3>最佳着法：'+
                                        com.createMove(com.arr2Clone(play.map),man.x,man.y,val.x,val.y)+
                                        '<br />搜索深度：'+AI.treeDepth+'<br />搜索分支：'+
                                        AI.number+'个 <br />最佳着法评估：'+
                                        val.value+'分'+
                                        ' <br />搜索用时：'+
                                        (nowTime-initTime)+'毫秒'
        return [man.x,man.y,val.x,val.y]
    }else {
        return false;	
    }
}

//迭代加深搜索着法
AI.iterativeSearch = function (map, my){
    var timeOut=100;
    var initDepth = 1;
    var maxDepth = 8;
    AI.treeDepth=0;
    var initTime = new Date().getTime();
    var val = {};
    for (var i=initDepth; i<=maxDepth; i++){
        var nowTime= new Date().getTime();
        AI.treeDepth=i;
        AI.aotuDepth=i;
        var val = AI.getAlphaBeta(-99999, 99999, AI.treeDepth , map ,my)
        if (nowTime-initTime > timeOut){
            return val;
        }
    }
    return false;
}

//取得棋盘上所有棋子
AI.getMapAllMan = function (map, my){
    var mans=[];
    for (var i=0; i<map.length; i++){
        for (var n=0; n<map[i].length; n++){
            var key = map[i][n];
            if (key && play.mans[key].my == my){
                play.mans[key].x = n;
                play.mans[key].y = i;
                mans.push(play.mans[key])
            }
        }
    }
    return mans;
}

/*
//取得棋谱所有己方棋子的着法
AI.getMoves = function (map, my, txtMap){
    var highMores = [];   //优先级高的着法
    var manArr = AI.getMapAllMan (map, my);
    var moves = [];
    var history=AI.historyTable[txtMap];
    for (var i=0; i<manArr.length; i++){
        var man = manArr[i];
        var val=man.bl(map);
        for (var n=0; n<val.length; n++){
            if (history){
                highMores.push([man.x,man.y,val[n][0],val[n][1],man.key])
            }else{
                moves.push([man.x,man.y,val[n][0],val[n][1],man.key])
            }
        }
    }
    return highMores.concat(moves);
}
*/
//取得棋谱所有己方棋子的着法
AI.getMoves = function (map, my){
    var manArr = AI.getMapAllMan (map, my);
    var moves = [];
    var foul=play.isFoul;
    for (var i=0; i<manArr.length; i++){
        var man = manArr[i];
        var val=man.bl(map);
        
        for (var n=0; n<val.length; n++){
            var x=man.x;
            var y=man.y;
            var newX=val[n][0];
            var newY=val[n][1];
             //如果不是长将着法
            if (foul[0]!=x || foul[1]!=y || foul[2]!=newX || foul[3]!=newY ){
                moves.push([x,y,newX,newY,man.key])
            }
        }
    }
    return moves;
}
//A:当前棋手value/B:对手value/depth：层级
AI.getAlphaBeta = function (A, B, depth, map ,my) { 
    //var txtMap= map.join();
    //var history=AI.historyTable[txtMap];
    //	if (history && history.depth >= AI.treeDepth-depth+1){
    //		return 	history.value*my;
    //}
    if (depth == 0) {
        return {"value":AI.evaluate(map , my)}; //局面评价函数; 
　	}
　	var moves = AI.getMoves(map , my ); //生成全部走法; 
　	//这里排序以后会增加效率

    for (var i=0; i < moves.length; i++) {
        
        
　　	//走这个走法;
        var move= moves[i];
        var key = move[4];
        var oldX= move[0];
        var oldY= move[1];
        var newX= move[2];
        var newY= move[3];
        var clearKey = map[ newY ][ newX ]||"";

        map[ newY ][ newX ] = key;
        delete map[ oldY ][ oldX ];
        play.mans[key].x = newX;
        play.mans[key].y = newY;
        
    　　if (clearKey=="j0"||clearKey=="J0") {//被吃老将,撤消这个走法; 
            play.mans[key]	.x = oldX;
            play.mans[key]	.y = oldY;
            map[ oldY ][ oldX ] = key;
            delete map[ newY ][ newX ];
            if (clearKey){
                 map[ newY ][ newX ] = clearKey;
                // play.mans[ clearKey ].isShow = false;
            }

            return {"key":key,"x":newX,"y":newY,"value":8888};
            //return rootKey; 
    　　}else { 
    　　	var val = -AI.getAlphaBeta(-B, -A, depth - 1, map , -my).value; 
            //val = val || val.value;
    
    　　	//撤消这个走法;　 
            play.mans[key]	.x = oldX;
            play.mans[key]	.y = oldY;
            map[ oldY ][ oldX ] = key;
            delete map[ newY ][ newX ];
            if (clearKey){
                 map[ newY ][ newX ] = clearKey;
                 //play.mans[ clearKey ].isShow = true;
            }
    　　	if (val >= B) { 
                //将这个走法记录到历史表中; 
                //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,B,my);
                return {"key":key,"x":newX,"y":newY,"value":B}; 
            } 
            if (val > A) { 
    　　　　	A = val; //设置最佳走法; 
                if (AI.treeDepth == depth) var rootKey={"key":key,"x":newX,"y":newY,"value":A};
            } 
        } 
　	} 
    //将这个走法记录到历史表中; 
    //AI.setHistoryTable(txtMap,AI.treeDepth-depth+1,A,my);
    if (AI.treeDepth == depth) {//已经递归回根了
        if (!rootKey){
            //AI没有最佳走法，说明AI被将死了，返回false
            return false;
        }else{
            //这个就是最佳走法;
            return rootKey;
        }
    }
　return {"key":key,"x":newX,"y":newY,"value":A}; 
}

//奖着法记录到历史表
AI.setHistoryTable = function (txtMap,depth,value,my){
    AI.setHistoryTable.lenght ++;
    AI.historyTable[txtMap] = {depth:depth,value:value} 
}

//评估棋局 取得棋盘双方棋子价值差
AI.evaluate = function (map,my){
    var val=0;
    for (var i=0; i<map.length; i++){
        for (var n=0; n<map[i].length; n++){
            var key = map[i][n];
            if (key){
                val += play.mans[key].value[i][n] * play.mans[key].my;
            }
        }
    }
    //val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
    //com.show()
    //z(val*my)
    AI.number++;
    return val*my;
}

//评估棋局 取得棋盘双方棋子价值差
AI.evaluate1 = function (map,my){
    var val=0;
    for (var i in play.mans){
        var man=play.mans[i];
        if (man.isShow){
            val += man.value[man.y][man.x] * man.my;
        }
    }
    //val+=Math.floor( Math.random() * 10);  //让AI走棋增加随机元素
    //com.show()
    //z(val*my)
    AI.number++;
    return val*my;
}


